Here is the new discussion thread.
Welcome to all who will die.
Please, post under your alias once your character is ready for review. Please take also some time to review your fellow PC sheets to see if you need to twist your characters to work better together.

Sorry, I did not mention that. For HP, I suggest half maximum plus 1 if every one is ok.

First HD still maxed right?

Ahah! 66 hp, figures for a Pitborn Tiefling!

I've reviewed your character and it seems about right except for the equipment. A magical weapon cost is price of the weapon + masterwork price + the bonus squared times 2 then multiplied by 1000). So a +3 longsword would be 15+300+(3*3*2)*1000=18315 GP. So you'll only be ablte to afford a +2 weapon (cost 8315 GP).

Idem for your magical armor, you forgot 150 GP for the masterwork item.

A magic weapon is enhanced to strike more truly and deliver more damage. Magic weapons have enhancement bonuses ranging from +1 to +5. They apply these bonuses to both attack and damage rolls when used in combat. All magic weapons are also masterwork weapons, but their masterwork bonuses on attack rolls do not stack with their enhancement bonuses on attack rolls.

Arcane Bond from Arcane Duelist entry:

At 5th level, an arcane duelist gains the arcane bond ability as a wizard, using a weapon as his bonded item. He may not choose a familiar or other type of bonded item. He may use the hand holding his bonded weapon for somatic components.

This ability replaces lore master.

Arcane Bond from Wizard entry:

Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school below). Not sure what it means for me...

A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Thanks! The sword is my arcane bond though. I was under the impression that I could craft it for half the cost, hence the 9,000.

You mind if I double check whether the magic includes or not the masterwork component? I was under the impression it did, but it wouldn't be the first time I assume wrong.

You are right about the first one. However, you can't make a +3 weapon at level 7, you need to be at level 9. So for your sword +2, the cost by the rules would be only 4000. But that would be in game, with off time compared to the other PCs.

So for starting equipment and to simplify everything, the rule I'm using is that you pay full cost except for single use items (potions and scrolls). Any further enchantment you would put in game will be half price as per the rules.

For the second, and to quote the SRD: Armor to be made into magic armor must be masterwork armor, and the masterwork cost is added to the base price to determine final market value. It is the same for the weapons.

Another point, check your total gold, you have at least 2000 gold left.

Axis, I am looking at spell lists, to avoid repeats. What does Spell written mean on your sheet? For example, you have Haste written there, and it's on you memorized list. So I'm guessing you have it in your spellbook.

Then my next question is: Should we both have Haste? Or put in another way: Should I concentrate on the buff spells, simply because I will not cast after the first few rounds, and also because my save DCs will always be lower.

This looks fine to me. Can you just explain where the +1 competence bonus to initiative comes from?

It comes from the ioun stone.

Falko Escheus wrote:

Axis, I am looking at spell lists, to avoid repeats. What does Spell written mean on your sheet? For example, you have Haste written there, and it's on you memorized list. So I'm guessing you have it in your spellbook.

Then my next question is: Should we both have Haste? Or put in another way: Should I concentrate on the buff spells, simply because I will not cast after the first few rounds, and also because my save DCs will always be lower.

Axis, I am looking at spell lists, to avoid repeats. What does Spell written mean on your sheet? For example, you have Haste written there, and it's on you memorized list. So I'm guessing you have it in your spellbook.

Then my next question is: Should we both have Haste? Or put in another way: Should I concentrate on the buff spells, simply because I will not cast after the first few rounds, and also because my save DCs will always be lower.

(Llaelian, is this too much metagaming? Feel free to say so.)

Surely not, please, do talk together to come up with an optimized spell list for each of you.

Axis, I am looking at spell lists, to avoid repeats. What does Spell written mean on your sheet? For example, you have Haste written there, and it's on you memorized list. So I'm guessing you have it in your spellbook.

Then my next question is: Should we both have Haste? Or put in another way: Should I concentrate on the buff spells, simply because I will not cast after the first few rounds, and also because my save DCs will always be lower.

(Llaelian, is this too much metagaming? Feel free to say so.)

Surely not, please, do talk together to come up with an optimized spell list for each of you.

Axis, I am looking at spell lists, to avoid repeats. What does Spell written mean on your sheet? For example, you have Haste written there, and it's on you memorized list. So I'm guessing you have it in your spellbook.

Then my next question is: Should we both have Haste? Or put in another way: Should I concentrate on the buff spells, simply because I will not cast after the first few rounds, and also because my save DCs will always be lower.

(Llaelian, is this too much metagaming? Feel free to say so.)

Surely not, please, do talk together to come up with an optimized spell list for each of you.

Is this sarcasm?

Nope. I don't do sarcasm on the web. It never translates well. On the second hand now that I reread my post, it could come off as sarcasm. But it is not. I'm just trying to be very polite. and sometimes, some French syntax creeps into my English.

Now that we are talking about metagaming. I also encourage players to discuss tactics ooc. In my home games, people can always take time off game to discuss tactics, even in a surprise fight.

I looked at the spell lists. I've tried to focus on self and group buffs, as they don't involve DCs.

I like your selection. Summon Monster is so versatile, I can't wait to see you in action!

One thing missing though, yet SM can act as such, is battlefield control spells, beyond Grease. I see you have Black tentacles (which is awesome), but I was wondering about Web.

Just thoughts. No pressure whatsoever.

Aqueous orb and obscuring mist are battlefield control as well, and next level I'll catch wall of ice. And to tell the truth I don't like web much. You have to have two oposing somethings to support the spell, and then it can be burnt away.